Talk:2023-07-15 Steven Sharif, Ashes of Creation's Freeholds, Resource Bags, & More - Tangents of Creation
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Transcription brute
- 00:00
crushes your dreams
- 00:04
Sell them I just want to make them and do stuff. I know I would just want to play with them
- 00:12
Right we got here to your five
- 00:15
Well, it's not gonna be me cuz I don't play that much Oh
- 00:20
She says that yeah more time than it probably any of us I'm gonna be I'm gonna be perusing the foreclosure market
- 00:26
That's what I'm gonna be doing. She said okay first up. Well actually we can get into the you know that topic
- 00:32
But any says this but like I'm Wow I had like one like when it when we first start playing
- 00:38
Dragon flight I oh my god
- 00:42
Hi Steven hello I
- 00:45
Think she will be too. Oh my god. My heart just stop. Oh god
- 00:59
Don't don't mess with me like that Steven I think one of I am
- 01:05
I'm blushing off the stream. I don't even know how
- 01:14
Yeah, if you're for real. I will I will throw you a twitch guest star right now. Oh
- 01:19
God are we sure this is this is the real Steven Sharif. This is me on discord. Oh my holy
- 01:27
Oh my god
- 01:31
Cry oh
- 01:33
Oh
- 01:34
Okay, yep, no Jesus Christ all right
- 01:39
Yeah, no go ahead. Oh my so I sent the twitch guest star. Oh
- 01:47
Guys I'm trying not to be such a fangirl right now, but I'm gonna
- 01:50
Cool, I can't oh my god. We did it
- 02:06
Hello, how's it going Steven? It's going well. How are you? We are great? Thank you for joining the show
- 02:12
I got I got home and I saw the notification on Twitter on Twitter
- 02:21
And I jumped in and was listening for a little bit, and I thought hey what the hell?
- 02:30
Yeah
- 02:31
Yeah, we were gonna dive into the two of the hot topic things which was the player response to some of the freehold
- 02:38
Information the newer information then as well as the one after this is the resource bags
- 02:46
I like how I like how these said that Margaret right now is legit the dog in the flaming house me
- 02:59
Like because our whole show is based off a tangent said if we could get you on like we figured maybe if we got a
- 03:04
Couple tangents go in that maybe some spoilers come no
- 03:10
I try to be good. I try to be
- 03:14
So yeah, what'd you guys think about the article today?
- 03:16
Um I actually liked it a lot
- 03:18
It was thorough and answered a lot of questions
- 03:20
I had had and there was some stuff in there that I wasn't aware though. That was really cool. Yeah, I think it was good
- 03:26
I
- 03:27
Go ahead. Sorry. Oh no Steven you have the floor go ahead
- 03:29
I was just gonna say we had intended to release it last week
- 03:34
But I wanted to include a little bit more meat behind the system
- 03:39
And I think get a little bit more
- 03:43
Specific on exactly how these things are intended to work for alpha 2 so I thought I thought people would like that
- 03:49
But anytime you kind of venture into that territory of getting really specific
- 03:52
That's when you know
- 03:55
You run the risk of going a bit in depth on a system and the broader audience that might not you know fully
- 04:02
Perhaps understand the intricacies or interconnections that exist between the different systems and the intent
- 04:07
They might read into something and think well, wait a minute. Why is that being done?
- 04:11
Right
- 04:12
So the more in-depth you can get something the more difficult it is to communicate verbally or in written context
- 04:19
Without being in the game and experience it and seeing those systems, you know come to life so to speak. Yeah
- 04:25
That's something we kind of talk about too
- 04:27
Is that there's there's so many other systems that we don't know how they interplay together
- 04:30
Especially like with nodes being a big part of freeholds and everything like that without knowing with hopefully we're seeing that next month
- 04:38
without knowing
- 04:40
Yeah, this oh my god. Yeah this month
- 04:43
Knowing like the intricacies of that too. Like it's hard to know like some of this does kind of come at you like
- 04:49
It's it's one portion of in this overarching system. So it is harder to know like well
- 04:54
How does this actually work especially without also having your hands on it, too?
- 04:57
It's I think that's something we've kind of keep coming back to a bit with these questions is like, you know
- 05:02
We don't fully understand how all this works and and what it takes to get to get freeholds
- 05:09
Get freeholds with especially with you guys introducing the idea of like this three layer system
- 05:14
Right and things like that
- 05:17
You know, I'll go ahead. No you go ahead. Please. No, I feel free to cut me off
- 05:23
I was just gonna say that
- 05:26
Yeah, you know
- 05:28
Even though the system as described
- 05:31
Is intricate and kind of you know gives the intent behind how it's going to be developed for alpha 2
- 05:36
the most important thing to remember is that like alpha 2 is really the testing grounds for a lot of the
- 05:44
More minute details of how a particular system works and you can change a lot of those details without actually
- 05:51
Needing to change the feature that's been developed, right?
- 05:54
These are variables that exist within the code that we have control over so that when we want to iterate upon it
- 06:00
It's easy to do iterations and some of those iterations can feel very impactful to the system overall
- 06:06
So alpha 2 really is meant to kind of gauge this initial approach
- 06:11
And then we're afforded the ability to kind of change that drastically
- 06:15
by tuning and changing some of the aspects of the
- 06:19
Of the specifics of the system, right? So one of those things is I saw people saying like well
- 06:24
You know when when you think about how many nodes there are and how many counties or excuse me how many baronies
- 06:30
That we saw that exist on this map that equates to like 500 plus guild halls
- 06:36
Well, one of the aspects of the guild hall
- 06:40
Access is that only a limited subset of the guild halls available around the node are available
- 06:48
Concurrently, no, there's many choices of those six, right?
- 06:51
So you might only have two that might be available at fifth level and then three at sixth level of a node
- 06:57
And the guilds have an opportunity to select from the six available which three are going to be active
- 07:03
All right, that's sweet. Yeah, because we were just talking about that
- 07:06
We were like, we don't know how many of these can be active or how it works
- 07:09
But I mean that whole that diagram that you guys put out
- 07:11
I really enjoyed seeing that and kind of like having that grasp of like, okay
- 07:14
So these things are going to be centered around that
- 07:16
I had when I had oh, yes
- 07:18
So what you're bringing up about having like, you know, adjusting the dials and levers and and that was one of the concerns
- 07:24
That was kind of brought up with in our discord was like, well if they've been working on this
- 07:28
But now they're asking for this like how much effort needs to go in
- 07:32
And I remember from streams ago of like you guys talking about how you want to have these
- 07:37
You know kind of an easier access of we're going to be able to adjust and iterate like on the fly because I believe at one
- 07:42
Point you guys even said even when servers were live
- 07:44
That was how you wanted to adjust and tune that you still in the background be able to manipulate things
- 07:49
As you guys saw things kind of come online or if this works that doesn't work or you know
- 07:54
Things of that nature. Yeah
- 07:56
Yeah, absolutely. So, um, you know a lot of the uh,
- 08:01
A lot of what we're providing and how these systems are built are very data driven
- 08:06
And don't require us to let's say repackage a client and deliver that up
- 08:11
To the user for us to adjust data on the back end of the game and do that during run time
- 08:19
So we can actually uh, we can actually create a lot of different environments of testing for a particular system
- 08:26
within a running alpha 2
- 08:29
Without having to let's say bring the servers down repackage and deliver an update to the user
- 08:35
Oh cool. Yeah
- 08:37
Right. I'm trying i'm my i'm hearing you talk and it's like blowing my mind right now. Um,
- 08:47
So recovering from the shock yeah a little bit
- 08:50
How do you guys feel about the you know?
- 08:53
One of the biggest things I saw over the course of the last couple of weeks since we've you know had that stream and
- 08:59
And we've been gauging kind of the community's response to that is this is this is this
- 09:04
What appears to me as kind of like an aversion, uh to a degree of
- 09:09
What has been for a long time one of the central tenants and and core pillars of the game, which is
- 09:15
This idea of risk versus reward exclusivity kind of scarcity that exists, you know, not everybody gets a trophy
- 09:21
But I think that this example of the freehold
- 09:25
System kind of being shown is that a lot of people want to be able to
- 09:30
own a piece of land and to engage in these core gameplay loops of farming and and
- 09:37
Livestock and that type of interaction owning a home and customizing that location
- 09:41
And when it's been resurfaced that you know, these these freeholds are exclusive to a degree that they're achievements that you have to strive for
- 09:50
And that limitation there's a bit of pushback
- 09:53
What is your guys thoughts because I think that's a really important point
- 09:56
And there's a bit of pushback. Uh, what is your guys thoughts kind of been about that?
- 10:01
So for me
- 10:03
You go ahead. Oh, no, you can go ahead. No, go ahead. I'll go next
- 10:07
No, go ahead. I'll remember mine. I had
- 10:10
Um, I was gonna say so I i'm a big fan of like high risk high reward like jamie and I I think definitely like
- 10:17
Live our lives that way to an extent like we just up and moved from new hampshire to kentucky on a whim like because
- 10:23
We just wanted something new like yeah, I like and people are like why did you move here?
- 10:27
And we're like just felt like it kind of you know, like that's kind of cool. I like the sponsority of that. That's awesome
- 10:34
So like it's nice having that in a video game and like I think in a lot of ways like world of warcraft making
- 10:40
exclusive mounts like available now through twitch drops and stuff like that like is a big shame and it's
- 10:46
Yeah, it really hurts the integrity of the game and stuff. So with ashes of creation the fact that they are having you know
- 10:53
I say they but you
- 10:55
And your project are um having like that high risk high reward like not everybody gets a trophy mentality is like really really great
- 11:02
and like
- 11:03
I I love it for the free holds
- 11:05
But I think my point of concern with it is it being max level like in order to obtain one?
- 11:10
Which is going to lead to a bunch of people love level rushing
- 11:14
Because they want to get one first and then they're not going to enjoy the game you guys are building
- 11:18
As much as they realize you know, it's funny actually that you that you mentioned that because that was for a time a lively debate on our design team
- 11:27
Um about whether or not there should be a level gate
- 11:31
Um essentially from even preventing uh the potential for ownership the the reason why I chose um to
- 11:40
Keep it at level 50 for now
- 11:42
Um is because there are alternate systems that provide access at lower levels
- 11:48
Uh through permission setting right? So it's one thing to own the home
- 11:52
It's another thing to access the contents and to continue progression. Let's say in the processing profession. You might want to gain mastery and
- 12:01
um that mastery
- 12:03
Process leaves the nodes at around at around like level 30 in the in the leveling experience for a processing profession
- 12:11
and so um
- 12:13
One of the debates on the design team was whether or not we should reduce the uh level requirement down to level 30 so that there's a seamless
- 12:21
transition from node based processing progression and the freehold uh capability of progression
- 12:28
Um, the reason why I think that there's never going to be a way to avoid rushing levels
- 12:34
Um is because anytime you have a vertical power progression in a game. There is always going to be a reason to rush leveling
- 12:42
Um, and that's just kind of the standard mmo experience that many of us have have had right?
- 12:48
Uh, not all of us do it because not all of us really care about the vertical progression there
- 12:52
Um or have the time and ability to do it, right? But um, generally so long as there's a vertical power structure in place
- 12:59
You're going to have an incentive to rush that leveling process
- 13:02
Um, and the idea isn't that you will need to rush leveling to 50 in Ashes of Creation in order to achieve a freehold
- 13:10
Because you have to also remember that
- 13:13
The world structure is what predicates the availability of freeholds. So as nodes come online
- 13:20
Excuse me adds nodes come online over time
- 13:23
People will reach level 50 before the last node has reached level three
- 13:27
Right before even half the nodes probably have reached level three before even probably a quarter of the nodes have reached level three
- 13:34
And as those nodes continue to progress and grow
- 13:38
Those freeholds will slowly be trickling out to the populations which gives time for the people that didn't perhaps let's say
- 13:46
Rush leveling to 50 still be capable of purchasing freeholds within those territories. And one other thing I would say is that
- 13:52
There's a bit of a strategy when it comes to prioritization of what of what you're going to do in a game like Ashes
- 13:59
A lot of people will bolt to 50. They won't care about establishing their infrastructure
- 14:04
I don't know if you ever play like board games or any forex strategy games stuff like that any resource management or action economy games
- 14:10
But oftentimes early in those games you have to kind of make a decision, right?
- 14:14
If it's like a let's say it's like some type of you know, victory point structure
- 14:18
You sometimes have an option to get victory points
- 14:20
Or you can establish your foundation and you can start building up your economy and you can start building up your
- 14:28
Capabilities without going for the gold to start because then you're going to slingshot once you have all that infrastructure in place
- 14:35
And go for that level 50
- 14:36
Those are viable options because of the way that freeholds trickle out onto the server with the world state being progressed over time
- 14:44
It might be a smarter choice not to rush to 50
- 14:47
But rather to take your time establishing that foundation so that when you reach level 50 and the rest of the nodes are now progressing
- 14:54
To the point where they can release freeholds
- 14:56
You will have the best possible chance of contending for that freehold because you spent the time early not to rush to 50 but rather
- 15:03
establish that foundation like there, you know the aspect of this strategy is an important component of how you might achieve the freehold
- 15:11
The other thing to keep in mind is that and this is something that I didn't I don't know if I said this
- 15:15
something that I didn't I don't know if I elaborated on in the article or not, but
- 15:20
There are
- 15:22
There are bound currencies that exist within the game, right?
- 15:25
And then there is the general currencies that's usually achieved through certificates and the ability to trade those certificates in to get gold
- 15:32
That we've talked about in the past, but some of those bound currencies are like favor
- 15:36
You know, these are points that you achieve doing some divine quest lines participating in divine story arcs or honor, which is like pvp oriented
- 15:43
Unique currencies stuff like that, right?
- 15:45
The most common denominator of availability for freeholds through the auction is going to be through gold
- 15:51
However, there will be a sub select of freehold
- 15:56
Options that are available in each node based on the node type that will correspond to one of those bound currencies in addition to gold
- 16:04
So what we do there is we kind of spread out the availability of freeholds to different play styles and different focuses
- 16:11
So the player that might rush to level 50 will they might have an advantage when bidding on gold based freeholds
- 16:18
But they may not have the advantage of the favor player or the honor player
- 16:23
Who is going to be progressing within those play styles, right?
- 16:27
So the idea is that we're not reserving freeholds for the top 10 percent of levelers
- 16:33
We're reserving freeholds for the top 10 percent across the multiple different play paths that exist within the game
- 16:40
And this spreads out that ownership across different play styles
- 16:44
So, like all right, I like that I needed to hear that say I like that answer a lot
- 16:48
Especially to like because we we do lack some of the context as we go like oh, like I didn't even think of
- 16:53
Yeah, once once you know level threes are coming or level three nodes are coming on like most of us will probably be level 50 begin with
- 17:00
So like that rush
- 17:02
Really at least for the people first come because obviously it's going to be a different experience to those
- 17:06
As they join a year later because everything the world's going to be different like that
- 17:10
But also those people are probably going to rush anyway
- 17:12
Because they've got friends that they have in there and like any of I said this early in the stream too
- 17:17
Like I already know that i'm gonna de-gen the game when it first comes out to where i'm gonna like
- 17:23
That's just the type of player I am where I will try it
- 17:26
Everything in me will say stop and try to enjoy everything
- 17:29
But like i'm going to try to push myself to get towards because I love seeing that that you know
- 17:34
You see the numbers go up. You're like, oh good numbers go up good. So once it hits 50
- 17:40
Yeah, yeah, so let's just have to drag anything along. Um
- 17:44
God that was that was a
- 17:46
Huge wealth of information i'm trying to take in and I think that did answer
- 17:51
So many of some of the mystery I guess behind it because we we were
- 17:55
We had also brought up too about how people felt about the three layer bidding system
- 17:59
But like I said, we kind of a lot we didn't have some of that context
- 18:01
so and this kind of goes back to what you were saying earlier that the the the streams kind of
- 18:07
Do reach a broader audience where people like us who obviously are making content or people that are watching obscure podcast
- 18:15
To like we're really tuned into a lot of things
- 18:18
So I do think having like an article like this also was with so much was really beneficial to see
- 18:24
All this in-depth things, but I also think like some of us are also theory crafters
- 18:28
So then we see this or like wait, okay. So but now how does that work?
- 18:31
So then we end up walking away with questions right walking away with a million more questions
- 18:35
and and the thing I think the thing that always comes back to it is like
- 18:39
We just have to wait till of some of these things
- 18:41
We're not going to know until we have it in our hands. We're able to touch it
- 18:45
Able to see things and say okay. This does feel good. This does make sense
- 18:49
Where we are in it. Yeah
- 18:51
And that's what I was trying to hit on early right is that like
- 18:54
When you start to pull a thread and that thread is game design specifics, right?
- 19:00
That thread just doesn't stop because the way that ashes is created
- 19:06
is that
- 19:08
In order to create a solid identity and a comprehensive play experience
- 19:15
All of these systems are developed in such a way where max interdependency is aimed for right?
- 19:23
And that means that this thread connects to a lot of different things. Like we just talked about bound currencies
- 19:29
We talked about node progression. We talked about limited selection of of the guild halls
- 19:34
We talked about family interactions and permission sets. We talked about maximum level progression across the grandmaster professions like
- 19:42
This choice these these intricate details of the system
- 19:46
They reverberate throughout the rest of the game design
- 19:49
And in order for us to have a solid play experience
- 19:53
And it's impossible to communicate this within a single monthly update or if we were writing articles about all the game design all the time
- 20:01
You know, we would just have a a constant flux of community interaction debate, you know
- 20:07
And I don't know how healthy that is to have at this point
- 20:11
Leading into alpha 2 when the experience is had from a tactile perspective as opposed conversationally, right?
- 20:18
And in order to kind of see these systems in concert with one another and determine whether or not
- 20:25
The choices made achieve the goal of the system or the systems
- 20:31
That is something that is required to be really more part of play testing
- 20:35
And so i'm always hesitant with streams like last month's or with articles like this to really get too deep
- 20:43
To get too in depth with what we have planned with these systems
- 20:48
Because they provide an opportunity to muddy the water or create a bit of noise
- 20:53
Around really what the goals are of the game, right trusting that the developers are making the best decisions possible
- 20:59
With how these systems are going to interact with one another and I know that's a big question
- 21:03
But you know trusting that that that conceptually is being articulated in such a way that maintains the identity and the core pillars of the game
- 21:12
And then when alpha 2 comes out and it's in our hands, that's when the feedback is most valuable because it's then given in context, right?
- 21:21
It's not specifically focused on one particular aspect
- 21:25
Yeah, I think when you go too deep too deep into the game
- 21:29
People can hold on sometimes to those details and then if it does change then they get upset
- 21:36
Yeah, it's like a game in development can't iterate. Oh my gosh. Yeah
- 21:42
Interpreted as set in stone, right? Yeah, exactly. I mean we saw that we saw that just this uh, you know, it's so funny actually hilarious
- 21:49
Um this week I didn't I didn't uh, you know, it's just a really busy week and I didn't have an opportunity to
- 21:55
Kind of take a look at the planned socials, uh on on twitter and and the other social platforms, uh from our community team
- 22:02
And uh, there was a post that was made wednesday morning. I woke up. I was it was like 5 30
- 22:08
I was, you know getting ready to kind of start the day 6 a.m
- 22:11
This audit this scheduled post goes out on twitter and i'm reading it and it just has a picture of the uh,
- 22:17
Inventory system and it says what do you think about this? Right? I'm like, oh, I'm not sure
- 22:21
Inventory system and it says what do you think about this? Right? I'm like, oh my god
- 22:28
I cannot even believe the flood that's about to happen like
- 22:32
So I I immediately go on and i'm like wait, let me give context and then I re-quote it and I put it on the ashes
- 22:39
But you know, obviously it starts a it's it just starts a
- 22:43
Deluge of experiences that aren't necessarily reflective of the intent behind the system and ashes
- 22:49
But do represent the experiences that players have had in other games
- 22:53
And they take that as a one-to-one the moment they see kind of the perspective of the inventory
- 22:58
But again, there's a particular reason for why that inventory system is intended to exist within ashes
- 23:05
And and part of that is from the aspect of you know, everything in the world is gatherable
- 23:12
And there is a land management system that exists behind those gatherable things
- 23:16
The land management system kind of takes into account how players are interacting with the environment
- 23:21
How many of the resources they're withdrawing from the world and that decreases the spawn rate within certain localities
- 23:28
As those things go too high
- 23:30
So there can be a degree of economic warfare by sending players out into zones where you want to mitigate
- 23:36
You know collection of resources you send your players out there to take all those resources
- 23:41
And then that diminishes the land management score of that particular zone
- 23:44
And so when you think about other games that have had systems
- 23:49
Such as being able to gather anything from the world one of two things usually arises either those players. Whoops. Uh-oh
- 23:57
I didn't touch my computer for a second. You're still here. Oh, no
- 24:04
One of one of two things that happens either
- 24:07
People just at all times are expected to gather and and collect things when they're out in the wild like we saw
- 24:13
In a recent game where if you're not doing that you're not not the most optimal
- 24:18
Or they impose kind of a a hard limit
- 24:22
Throttle like a labor system or you know something that mitigates how much you can do a thing
- 24:29
Our approach with kind of addressing that necessity
- 24:32
Was let's talk about inventory management
- 24:35
And if a player is going to leave a node and go out and start adventuring if everything's gatherable
- 24:42
If everything's gatherable and the only restriction is your tools and the level of mastery within that particular gathering profession
- 24:50
Um, then what's to stop them from ever acquiring everything?
- 24:53
Well, there's kind of two primary methods by which you can approach that either through a weight management system
- 25:00
Or through a spatial system and when you talk about the complexities available through like let's say bag progression
- 25:07
weight is a very
- 25:09
monocentric
- 25:12
aspect monocentric kind of uh, um, uh restriction
- 25:16
Whereas when you have stack size and shape size and you can cater certain bag types based on slot management
- 25:25
To be more conducive towards particular types of shapes and have varying stack sizes available
- 25:32
It's not about the mini game of how do I organize that because there's an auto sort feature
- 25:36
but rather it's more focused around what types of bags am I going to equip during that time and
- 25:43
How am I going to determine which resources I should interact with when i'm out in the wild knowing that before I can gather
- 25:50
Everything I will have to go back to a storage location
- 25:54
And deposit what I have gathered right now. It's about how do I manage time?
- 25:58
Because the time is traveling back and forth from those storage locations, right?
- 26:03
so so like, you know, it's difficult to kind of explain that in a post or in a
- 26:11
Uh in a in a live stream to a degree
- 26:13
Uh, and it's and it's difficult to get kind of you know context for that
- 26:17
Especially if you're not as an engaged user or an engaged audience member if you're just seeing this on the sideline
- 26:23
And you're like, wait a minute. I've played tetris before I don't like that. You know what I mean?
- 26:27
Yeah, so that was something because that was actually one of the things that we were uh gonna discuss tonight
- 26:33
Um, and I was kind of proponent of it because I think I kind of took it from the way that like kind of seeing
- 26:38
How certain games handle things where yeah, you can have a stack size or it can be by weight
- 26:42
But you see these people strip off armor
- 26:44
Some of these other games don't have pvp watch this one dude running around in a circle constantly cutting down all the trees
- 26:49
Sniping things from you and you're like this is this is like why is this happening?
- 26:53
Why is there nothing preventing you from doing that? So I did see a lot like that people seem kind of split of not
- 26:59
Liking this idea of having this spatial
- 27:01
Design for the bags, but when i'm seeing that i'm like, okay. So now i've got a plan
- 27:05
He's like I anything that seems to make something a little bit more difficult. I'm all about it
- 27:09
So i'm like, okay
- 27:10
So if I want to go out mining, I gotta make sure i've got my mining bags
- 27:13
I gotta have this I gotta be willing to potentially drop this thing to pick this up
- 27:18
Correct, especially when you think about it from a pvp perspective as well
- 27:22
Some of those bags might have increased times to interact with a player corpse
- 27:26
Right and you can choose to perhaps have less capacity less stack size less slot
- 27:32
Availability for the certain types of gatherables you may want to acquire in exchange for an increased
- 27:40
Interaction time for other players that might try to loot that bag giving you time to reach it and take back your belongings
- 27:47
Right. Oh, that's cool. Or or if in the middle of a fight
- 27:50
They see a corpse on the ground and they're like wait a minute. I want to grab that
- 27:52
Well if I got to spend 10 seconds to interact with that corpse and there's combat going on like this is an opportunity
- 27:59
Strategically for you to recapture the grounds for you to recapture the battlefield, right?
- 28:03
You want to think about those types of interactions? How do you add layers of strategy to engagements?
- 28:09
And and there's ways to do that through inventory management as well
- 28:12
It's funny that you brought that up because I think annie was looking at that and someone someone on twitter was like great
- 28:17
So it's just gonna be an endless thing back going back and forth ganking
- 28:20
But I think they were being facetious, but Annie was like she was like, yeah, actually, I think I just got sold on using
- 28:27
I um, I I don't mind the Tetris system, but I think logically I like the encumbrance aspect of it
- 28:33
But then once I read that and was like, oh like that's just gonna make it so somebody can't just kill you and like
- 28:38
Run off with your stuff in five seconds. They have to actually organize it
- 28:42
So then it gives you a chance to come back and get your stuff back
- 28:44
So I was like, all right, or they might not even have the slots available, you know
- 28:49
Yeah, it might be something that can't even you gotta organize and drop stuff and yeah
- 28:53
Yeah, it might even be the case that their particular bag space doesn't have available
- 29:00
Location for a three by one log, right and you're a lumberjack and they see you just chopping down these trees
- 29:05
And you're like there's no point in me engaging with this person because I have nothing to gain due to my capacity
- 29:10
Right. I know what I'm kitted for. I chose these bags like, you know, there's a there's an additional layer then of
- 29:18
Strategy there that I think is is interesting
- 29:21
And I think so. Yeah, definitely seeing that part definitely changed my mind on that a bit
- 29:26
And I think probably because most people are used to I can grab whatever I want
- 29:29
I can show this all in my bag. I have space for all this. I might have a reagent bag or whatever
- 29:33
But it's like not understanding like what is the point of this? But now you've got one now you're looking at time to kill
- 29:38
Time to loot and then having that time to now reclaim something that was potentially lost from you to keep that player fiction
- 29:44
So yeah, you might have that ongoing back and forth and it might be a thing of who wants a crew the most XP debt
- 29:52
But like I can see that the reason now too behind that and I think that's something that again kind of gets lost in context
- 29:58
And I think it's just because you know
- 30:01
Not to put you in a bad spot like I feel like current MMOs spoon feed us a lot
- 30:05
You don't need to answer if that you feel the same way, but um, I love when gamers Steven comes out
- 30:10
So if you want to you want to you know, no, no, I try not to get in trouble. I know
- 30:15
I noticed that Phelan says that's only if the player respects the corruption system again
- 30:21
Trying to communicate the intent of a system if players
- 30:26
Enlarge do not respect the corruption system
- 30:29
Then the implementation of that corruption system has failed and needs to be iterated upon
- 30:35
So first we must determine what is the intent of a system?
- 30:39
Then we architect the system in order to achieve that intent
- 30:42
And if it doesn't then we iterate on that system
- 30:45
Like that that is the that is how you go about creating these these interactions, right?
- 30:51
So, um corruption is a huge deterrent to open world pvp outside of the game
- 30:58
Open world pvp outside of opt-in events
- 31:01
Then that's not to say that players can't use it
- 31:03
It's to say that the intent is when used it is extremely minimal in your play experiences
- 31:09
Perhaps a person within a month might experience in their play time two percent of interaction with a corrupt player
- 31:16
98 of their play time is going to be with non-corrupt players, right?
- 31:19
And so that's how we kind of iterate. How do we achieve what the intent is behind the system, right?
- 31:26
And even going along that lines, I think there there's this particular game
- 31:31
Where a lot of people have had their pvp experience in and there are no player protections in that whatsoever
- 31:38
You can just beat out the world. They kill a npc they gank they do this
- 31:42
And I feel like that's where a lot of that fear comes from because I don't hear it from
- 31:46
other certain groups of mmo players, but this one particular game
- 31:50
And I feel like there are just a lot of people that that that pvp and it in
- 31:55
It's one of those things too
- 31:56
Where it just kind of feels tacked on where everything with ashes like even even now that we're even talking about why the spatial bag
- 32:03
System is there everything seems like it's so baked into the core systems
- 32:07
And so thought out and so meticulous of like this is why we're doing this
- 32:12
That that is I think it's harder for people to grasp that because a lot of these systems when you do see in like
- 32:17
It it's not even just the like say like poor game design
- 32:20
Some of the is limitation of what they could do when the games were made when they were made
- 32:24
Where you couldn't implement certain systems like this where now there's so much more technology
- 32:29
There's so many more things that we can do
- 32:31
so I think people do have a harder time grasping like
- 32:34
Well, how's this even going to work because it didn't work in this game, but then you're like, but it wasn't in that game
- 32:39
Yeah, you know I I kind of equate it to um, I don't know you ever sit down with your friends
- 32:44
And you're about to open up a brand new board game, right?
- 32:47
You're all sitting around the table and you have this one friend who's like
- 32:50
Digging through the rule book and they're like reading it aloud every single sentence
- 32:55
And you're just and and some people respond very positively to that. I call those the developer watchers
- 33:00
Those are people who are able to to watch a development in progress because they love talking about it
- 33:05
They're very auditory related listeners like they are capable of following along
- 33:10
However, some people at the table are like, yeah, let's just get let's start playing. We'll figure it out when we start playing
- 33:14
That's definitely not me
- 33:17
So there's some people that are like that too and that's okay
- 33:20
Like we all are different types of learners
- 33:23
But what you described it's not so much that I feel people can't grasp the systems
- 33:28
It's that I feel people are different in the sense of how they wished to grasp it
- 33:33
Some people want to grasp it by playing it by touching it by feeling it, right?
- 33:37
And other people want to grasp it by talking about it by reading through it by understanding it
- 33:42
You know in a different way and the harsh reality is is that this you know development journeys are are not for everybody
- 33:50
That's just a simple fact the the what I what I gave you as an example is a testament to that truth
- 33:55
but you know, we have to cater the
- 33:59
the
- 34:01
the process of showing development in a transparent manner that is
- 34:07
capable of transcending certain audiences or at least being mindful of the different audiences that are going to be watching, right?
- 34:15
And you guys are an example of of an audience that are that are capable willing wanting
- 34:20
To kind of get into the nitty-gritty during the discussion phase
- 34:24
But there is a much larger portion of our audience that really just wants to either see your play
- 34:29
And and that's why we have to be careful how we do it
- 34:34
Yeah, I would do when
- 34:37
Annie
- 34:39
That's the question you see it a million times like
- 34:45
No, that wasn't me actually out asking I was quoting those people
- 34:50
Yeah, the ones that like yeah, well that's I think you'd mentioned too that there's a lot of people that they're like
- 34:54
You know the game looks so ready. Let's let's launch it
- 34:56
Let's go and like this like we're looking back and we're kind of seeing where things seem like they're developed and we're kind of like
- 35:04
I don't I don't know like I thought we were closer
- 35:06
But then you like we're looking at some stuff and it's like because I think we were kind of looking back like last year
- 35:11
And we're like, oh it's gonna be right around the corner then
- 35:13
Yeah, I don't remember which stream we saw but we're like, oh, it's it's gonna be a bit longer than everyone kind of predicted
- 35:18
Yeah, I mean, you know the truth of the matter is and we've said this a long time and everybody's aware of this like
- 35:22
what we're building is not a
- 35:24
You know wham bam. Thank you, man. We're moving to the next game. You know what I mean? We're trying to create something that has
- 35:31
longevity and
- 35:33
When we're talking about what it takes to do that right
- 35:37
It means that rushing it is the bane of every game possible
- 35:41
Yes
- 35:42
and and it's not that we don't want to play and it's not that we don't want to receive what
- 35:48
Our reward should be which is the excitement passion happiness of the players. We're making the game for like yes
- 35:55
We feed and live off of our monthly presentations to the community because it shows us how well
- 36:03
Our direction resonates with their target audience right our fellow gamers
- 36:09
but the reality is is that
- 36:11
We have seen time and time again
- 36:15
as lovers of this genre ourselves
- 36:17
Playing games that cut corners or playing games that were built not to last a long time
- 36:24
Whether through whatever monetization strategies or design choices get made
- 36:31
And the reality is is that we're trying to do something different and when we're trying to do that thing differently
- 36:37
There is a particular
- 36:40
Focus that we need to maintain and that is
- 36:43
Spending the time necessary to build it in a way that is not going to result in the same
- 36:49
Experience we've all had in the past
- 36:53
And it's painful. It's difficult. It's a lot of freaking time
- 36:57
And effort, but I think that it's worth the reward. What is the what is the old saying is that?
- 37:04
patience is uh is bitter, but it's fruit is sweet and
- 37:08
It's fruit is sweet. And uh, you know, that's something that we always got to keep our our eye on
- 37:14
Yeah, I don't know if I could do this with another game
- 37:17
I just uh
- 37:18
Because I remember even when we first we found it
- 37:21
Annie had subscribed to the newsletters and everything when it was on kickstarter
- 37:24
And i'm definitely kicking myself that we didn't back it then but I I was so used to like I know how long games take
- 37:28
To develop I don't want to see it. Don't show me and then I forget what happened
- 37:32
It was love at first sight for me. I was like, oh, yeah always trying to show me
- 37:35
I'm like, I know we're not going to see this for at least like 10 like why are you showing me this?
- 37:39
And then something happened where I was like
- 37:42
Yeah, shit. I was like i'm i'm in now
- 37:46
Yeah, so like ever since then it's like i've been glued to like anytime article comes out a video comes out and all these things
- 37:52
Where it's like man, I just want to absorb like i've really enjoyed the process and I think there's something too where
- 37:58
For for some of us when we are following this, you know
- 38:01
I think it could also be why sometimes that reaction why there's an emotional reaction with something that either someone misunderstood or
- 38:09
maybe a design did change but I think because
- 38:12
Is having it starting following so early?
- 38:14
I think you get like this bit of I wouldn't say ownership
- 38:16
But it's a word i'm going to use where you do get this bit of yeah
- 38:19
Like you feel very connected to this this thing
- 38:22
And that's one of the things that I love about it because it feels
- 38:25
It's I don't know if it's like uh when you find a band that like no one knows about and then everyone learns about it
- 38:29
Like I don't like that band anymore, but like it's just you find it at the very beginning. It just
- 38:34
It's it's it's amazing to follow
- 38:36
But I don't think I could do this with another one and in prophecy you guys for having like I can only imagine the additional
- 38:42
Level of stress that comes with doing these and showing it and having the public eye on it
- 38:48
Especially like when you guys lifted the the nda during um alpha one and stuff
- 38:54
Where it was like, you know that that could have gone one of either ways and just being like no
- 38:58
We want people to see this. We want people to be able to talk about it
- 39:01
So I I commend you guys a lot for just putting yourself out there
- 39:04
To be able to take that criticism and stuff because it's something that even like these, you know, triple a studios
- 39:09
They're not doing they're not putting themselves out there to
- 39:12
Get either a bunch of love or hate out of it
- 39:15
Yeah, you know it's i've talked about this in the past
- 39:17
But the reality is is that I feel the paradigm is shifting a bit when it comes to game development
- 39:22
I hope it continues uh in that sense
- 39:24
um
- 39:25
Because you know while while watching development isn't for everybody there is a large and healthy section of the gaming population
- 39:33
That is willing and able to be part of a development
- 39:36
Uh and to give their thoughts and experiences and I think that's just an absolute treasure trove of
- 39:42
Navigational direction that's available to game developers overall
- 39:46
Um, it it requires a significant investment, right? You have to be willing to spend the time
- 39:51
Um to curate kind of the tran the level of transparency
- 39:56
That is appropriate. Um, but transparency being the key
- 40:00
um, and you know, it definitely adds
- 40:05
A layer of complexity to an already complex process which is making games in the first place
- 40:10
And you know making games is difficult making an mmo is probably the most difficult game you can make and ours is a particularly ambitious one
- 40:17
So like there is just layer upon layer of difficulty
- 40:21
and stress and
- 40:24
You know moments of doubt and you know inflection like there's there's a lot of stuff
- 40:30
um that that comes out through this process and it's years long, but
- 40:35
ultimately, you know
- 40:38
It is important to keep your eye on the prize and that prize is being able to create something
- 40:43
That you and your fellow gamers can look at and say
- 40:47
This is fucking good, you know
- 40:51
Yeah, that's
- 40:52
Well, let's think too and you you had touched uh, just a little while ago about making a game that has longevity and I think that's
- 41:00
I think even some developers for certain games. Uh, I remember watching a
- 41:04
Dev stream about wow how they were saying we never intended the game to be played
- 41:08
Eight hours a day multiple times a week like it was never intent to have that and it seems like you guys are taking in
- 41:15
consideration like that player that wants to it kind of going back to like
- 41:19
Hardens back to some of the older mmo's where it was almost like a second life and
- 41:24
I that's something that I any I have both been missing because we want we tend to be
- 41:29
Like a one game player like I haven't had a home
- 41:32
In gaming for a very long time because I want to have one game I go to I think mmo players are a bit different than
- 41:39
Other genres because we want to have that thing. This is where we log in. This is where our friends are
- 41:44
This is where we yeah, you know, we're excited to continue this progression and everything and for me personally
- 41:50
I haven't had that game sparked that because i'll you know
- 41:53
Like I said, when ash is coming out probably degen it as much as I can when it first comes out and like I do
- 41:58
That with every game because I just want to sit there and soak suck everything up out of it
- 42:02
And then i'm like well now i'm at the end game
- 42:05
And now i'm just waiting every week to get a piece of loot
- 42:09
We're the login reward. Yeah, you know mmo's are our unique genre, right? They are
- 42:16
the most
- 42:17
socially
- 42:18
elastic
- 42:20
genre out there
- 42:22
And you know it makes sense. It is a massively multiplayer genre
- 42:26
So the unique opportunity that arises in forming friendships and bonds with people whom you've never met before
- 42:36
And live on halfway across the world from you in a culture that's radically different from yours with a background
- 42:42
That's uniquely diverse like, you know
- 42:45
That is just not typically an opportunity seen elsewhere in life, let alone games
- 42:50
So it has a tendency to create very passionate
- 42:56
Friendships and relationships with people because you're spending those hours with them on a discord or on a team speak or whatever, right?
- 43:04
And and in that sense, you know, there is a special responsibility that comes from the development teams that create these environments
- 43:13
Because you're not just now offering entertainment to people
- 43:16
You're offering a home for people a social home that they that you know is an important component of being a human being
- 43:26
So you want to make sure that you're treating that home with respect and with integrity when building it
- 43:33
And you're dedicating the time and um, you know resources that comes along with making that home and so
- 43:40
You know take a look at that and you'll see that
- 43:42
Um, you know resources that comes along with making that home and so, you know taking our time with this development is something that's important
- 43:49
um
- 43:50
And I think is ultimately what players will want even if their patience says otherwise during that process
- 43:58
Yeah, I feel like once you guys finally do get to a point where it releases or even even in the betas
- 44:02
That's where you're gonna see a lot of that turnaround where I feel like there's so many
- 44:07
people that are
- 44:09
Said it was going to fail in the beginning. So they're just holding on to that too. We're like, I can't I can't be wrong
- 44:14
I said this was a sky. I said wasn't going wrong. Yeah
- 44:16
Yeah, it's like yeah, because games that are scam definitely make decals in the grass when you stomp on it, but that's a
- 44:22
different tangent, but
- 44:25
Just that was the thing too
- 44:27
Because I will see arguments of people talking about some of the detail. Why are they focusing on that?
- 44:31
Why are they focusing that it's like do you know any other game that focuses on those small detail like it's a
- 44:36
Well, just seeing the labor of not not saying that they don't but seeing the amount of labor of love that you get
- 44:42
Not i'm not trying to throw any other developers. I don't do that
- 44:45
but
- 44:46
the like some of these small small details that we see
- 44:51
in in the in some of the design in like, um
- 44:55
Just like trying to get the physics right on the on the trees falling
- 44:58
We're trying to get a very specific animation out of this like trying to have these very specific
- 45:03
Things that you guys are going for like I feel that when I watch it where i'm like man
- 45:08
That's that's amazing that you guys thought about that small detail
- 45:11
Which seems to kind of get glossed over a bit on some of these other things. Yeah. No, I think that um, you know
- 45:16
I think that that's a great
- 45:19
Observation as it relates to what I was just talking about in creating that home, right?
- 45:24
It's those minute details that can have a large impact
- 45:28
For the immersion quality of the home or world you're in right and I think what you know when people say
- 45:34
Why are they focusing on this?
- 45:37
oftentimes
- 45:39
those types of
- 45:41
Details are not really a focus. They're the icing on top of a core feature that a developer has the love
- 45:50
to
- 45:50
Introduce right it might not even be a part of the game design document
- 45:54
But like hey, I spent some extra time this evening or over the course of this last week's evenings
- 46:01
Making this idea. What do you think about it? Steven? And i'm just like, holy shit. Let me let you cook, you know, just go
- 46:08
You know
- 46:10
Do what you do what you think's best because obviously you have the passion for it, right?
- 46:15
Like that's why one of the biggest qualifiers for the people that we hire at intrepid
- 46:22
and probably one of the components of why you know
- 46:26
I'm a very
- 46:28
Selective individual when it comes to introducing new members to the team
- 46:34
You know is are you an mmo gamer have you played mmos before yes, you can model a creature, you know
- 46:40
Yes, you can code a feature
- 46:43
But do you know what it's like to be the player on the other side of the screen who's going to play the thing you're doing?
- 46:50
And do you know what it means to play it? Right? Have you experienced that sense of community?
- 46:56
Do you know what an mmo genre is truly?
- 47:00
and
- 47:02
Yeah, it's hard to find those individuals to a degree because mmos aren't as big of a genre as they used to be
- 47:09
I believe that the golden years have yet to come
- 47:12
But you know historically there's been a little bit of a lull
- 47:16
and so
- 47:17
you know, I
- 47:19
It is what helps find that magic that you just described right is is people who love and appreciate the genre
- 47:27
That's so important too
- 47:29
I say and I think it really shines through a lot of the work that you guys do because like
- 47:33
We'll be sitting there watching and they're like man
- 47:36
that is just little things will pop out where it's like I can't believe they thought about that or like
- 47:40
and I love seeing that because
- 47:43
It just for me it showcases like how much
- 47:45
Of labor of love this this project is and how much of a passion project it is
- 47:49
And like it literally almost comes off as like this love letter to the mmo genre of like
- 47:56
This is these are all the things that we all wished and wanted for
- 47:59
And like a lot of them either fell short or wasn't there at the time
- 48:03
And like just seeing this it's one of the reasons I just get so pumped for this project
- 48:07
And like why we've you know, I decided to make content for it and things like that
- 48:13
Yeah, I don't know
- 48:14
Yeah, we don't do this for just anybody
- 48:19
Well, hey guys I I have an eight o'clock that's about to start in 20 minutes and I need to prep for it
- 48:24
But I I just wanted to come on and say I like watching you guys chat about things
- 48:28
I think you guys are an eclectic group and you have so much experience in the mmo genre itself
- 48:33
I love the fact that you cover ashes and that you guys give your thoughts because
- 48:36
It's a great touch point when it comes to
- 48:39
understanding the motivation of players who are different than me who are different than you know people at the studio
- 48:43
But are also the same in so many respects
- 48:46
Um, so thanks for having me on I'm glad I was able to chat with you guys a little bit
- 48:50
And I look forward to future shows. Awesome. Hey, see one thing. Thanks so much for coming on
- 48:54
Can you give kori permission to come on our show?
- 48:57
Cory, oh my goodness
- 49:00
Maybe in the future. Let me chat with kori about that
- 49:06
Oh, man, if I can't control myself, how can I control kori's feeling
- 49:11
I'll be gentle. I won't ask any questions
- 49:18
I love it. All right guys. Thanks for having me. Awesome. Thanks for being on
- 49:27
Oh my yeah, I um, that was something different, uh, I
- 49:34
Wow guys
- 49:36
There's 73 of you watching. Thanks you for coming and hanging out while uh, steven hijacked our stream. That was amazing
- 49:41
Um, which was nice because we still get to touch on a lot of things man. I fangirled so hard when he first I I
- 49:49
What i'm glad that's on camera so you can all see how much a fucking fangirl I am. Oh my god
- 49:56
I i probably blushed a bunch of times i'm sitting over here like trying to fucking produce a show and i'm like
- 50:02
I can't think someone else
- 50:04
I need an adult